Jump to content
Naval Games Community

MDHansen

Members
  • Posts

    230
  • Joined

  • Days Won

    3

Everything posted by MDHansen

  1. in "guns" under column T "amount of shells per barrel"
  2. I get this once loading a savegame, and after your eternal war VP fix was added. I can't find any errors on my side (not saying the error ain't mine for sure) [13:11:34.010] [UnityExplorer] [Unity] missing param ' peace_min_vp_difference' (using default '10000') I notice the space between the ' and peace, but it's not there in my params. Any help is appreciated
  3. I just realized something, and went in to params to check my sanity. And it appears I have decreased a number that should be increased (logic be damned!) regards to ai building ships at gamestart. I'm gonna give it a shot with a new number several times the current in opposite direction 🤞 I am now using vanilla numbers in the top 2 sections of params; New Game and Budget This seems to have cleared up the issue of forever creating a new game. SO yeh, definately something to do wiuth ship building. Honestly I'll just leave it at that, for now anyway
  4. Just tossing my cent worth of approval in here aswell 👍 That Fleet view ui is not only way more uncluttered, but so much more logical. There are too many things relying on info "popups" that clutter the screen, often taking near half the screenspace.
  5. Thanks for taking the time to answer
  6. @NathanKell Hi. When you have time, would you mind taking a quick look at these ML log messages? I've always had them, but they don't seem to do anything, or cause issues. But I am curious to what they are. I get it on every boot of the game and they get logged just before entering the main menu. [18:45:42.082] [UnityExplorer] [UniverseLib] Can't cache type named DragState Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.BaseField`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.082] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.082] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.082] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.083] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.083] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.083] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.083] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.TypedUxmlAttributeDescription`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.083] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.UIR.ShaderInfoStorage`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.084] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.UIR.ShaderInfoStorage`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.084] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.UIR.LinkedPool`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124 [18:45:42.084] [UnityExplorer] [UniverseLib] Can't cache type named <>c Error: System.TypeLoadException: Could not load type 'UnityEngine.UIElements.UIR.LinkedPool`1' from assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at System.RuntimeTypeHandle.GetDeclaringType(RuntimeType type) at System.RuntimeType.RuntimeTypeCache.GetEnclosingType() at System.RuntimeType.RuntimeTypeCache.GetNameSpace() at System.RuntimeType.get_Namespace() at UniverseLib.ReflectionUtility.CacheTypes(Assembly asm) in C:\Users\xande\Documents\Documents\Btd6 Mods\Mod Projects\UniverseLib-NewML\src\Reflection\ReflectionUtility.cs:line 124
  7. my shipname file is stolen from NAR, just fyi... lol I was lazy, don't tell anyone 😝
  8. you need to edit these files. add folder Flags and follow the instructions in the TaF readme section here aiAdmirals - follow the rules in the file aiPersonalities - make a new nation_ai (or copy one of the existing under a new nation) flags - follow instructions from TaF partModels - add your nation to a set of models parts - same as above players - choose the minor and set it up like one of the majors provinces - make your provinces home by following the rules as the others relationMatrix - add your nation(s) and follow th matrix regards to year start relations shipNames - add shipnames and variables as the other nations https://filebin.net/b588iba58aptvgfu my files for comparison
  9. Removed a few files to start a game with my modded files, but without the extra nations. Still takes ages, it runs for about 10seconds, then completely halts for about 5-10minutes, rince and repeat removed all modded files and TaF, starts a 1910 (slow) game in 4-5 minutes
  10. I've played with 16 nations since Nathan made it available for us back in June/July. Never an issue. Even a 1930 start took 15mins tops to start up. I run with a slightly OC 14900k, rtx4090, 64gb ddr5. I can upload the files and folders later to google or something. If I forget dont be shy to poke me here or on BrotherMunros discord
  11. Hope your feeling better! One thing I'm curious about. The loading time when starting up a new game are very long. Timespan 45-50minutes for a 1910 start. Before 1.6.0.8 it was the usual ~10 minutes. 18 nations, hard, slow, historical, create own, designs off. The start I have always used (cept the new generated ship starts, hence "slow") (ML log window); It starts with a few standard messages about clamped ships, then a few can't make a design, and then it just halts for 10-12min, rince and repeat. Have anything changed in the core files somehow, and is that something you can see when you recompiled now for 1.6.0.9opt4 ?
  12. yes, this is waaayy too harsh. one war can easily kick up 3-4 messages all giving -5 to -15 relations to several countries, and can spark several wars, without any alliances. once that happens, the game just ends up being a 40 year endless war campaign @Nick Thomadis is there anywhere where we can tweak these numbers so that they are not so unforgiving, or add a threshold to needing a certain negative relation for it to kick in? alternatively, you try and ease up on the tensions between countries when 2 countries goes to war
  13. Makes sense. I got the war eventually. Netherlands ended up getting the "N@N" error in Naval Funds after paying me off for 7 turns straight
  14. so I disabled TaF built in scrap mechanic, and turns are much quicker... could be something done in the core files makes it run through more hoops than earlier
  15. so apparently the ai will just buy themselves out of a war, and we can't do anything about it? This happens every time I get close to -100. Also, we don't get zeroed out either, but -79 everytime. Is it connected to events relation? event_attitude_mult,0.2,multiplier for delta relation in event's answer to convert to attitude add,10,,,,,, I'll try and cancel this one, that might force a war?
  16. Dont get me wrong, I dont mind wars but understanding the values and numbers, it makes it easier to understand what to do, and not, to provoke tension, or "lay back"
  17. Fair enough. Granted I have been tweaking raiding and autoresolves aswell. All in all, I appreciate the clarification province_income_tension_modifier, this makes sense, and is what the last time I tweaked the numbers, was the only one I was increasing/decreasing drastically to provoke a tension reaction I consider the work I do quite thorough, without understanding all the values ofc. edit: I will return the powerprojection numbers back to vanilla since I have a clearer picture of what does what now 👍
  18. These are the numbers I am running with with the latest live build, 1.6.0.9 opt3 -(sea)Regions without fleets (at all), gets a positive 1.0 every turn, for each nation in each empty theater. This makes sense, and can over time make up for the proper tensions done by fleets through the game. -In regions where fleets are active, for one or more nation, there are negative tensions in the region of -1.0 to -4. -Numbers below might not be the only triggers, but I can consistently and reliably get what I want by tweaking these. That being said, I have also decresead by many times the "relative power for various estimations" in shipTypes, maybe down to 1/10 of original value. (A PP in the 100s of millions range doesnt make sense) I urge the devs to play around more, and test them with a single 1 year run in campaign mode before releasing a "clear fix", please. (vanilla) province_income_tension_modifier,0.001,,,,,,,, (0.0001) negative_tension_threshold,1,,,,,,,, (0.5) tension_power_threshold,0.5,,,,,,,, (1.25) power_projection_modifier,0.00002,power projection modifier,,,,,,, (0.00001) power_shiptype_factor,1,influence of ship type to power projection (exponent),,,,,,, (1.25) power_displacement_factor,0.7,influence of ship displacement to power projection (exponent),,,,,,, (0.55) power_range_factor,0.7,influence of ship range to power projection (exponent),,,,,,, (0.5) power_speed_factor,0.3,influence of ship speed to power projection (exponent),,,,,,, (0.55) power_firepower_factor,0.8,influence of ship speed to power projection (exponent),,,,,,, (0.55) power_projection_limited,0,"modifier of power projection for ships at ""Limited Mode""",,,,,,, (0.5) power_projection_defend,0.1,"modifier of power projection for ships at ""Defend Mode""",,,,,,, (0.66) power_projection_at_sea,1.5,modifier of power projection for ships at sea,,,,,,, (2)
  19. I don't get any messages about it being incompatible. Apparently TaF wil let you know if it is. What I have noticed is that starting a new game (1890 slow mode) takes ages. And by ages I mean 10-15min. For me earlier it took 5 minutes, if even that
  20. Would it be possible to have the scrapping feature check on an interval, instead of every turn? so say every 6 turns f.ex., or editable in the params file?
  21. Just a heads up to anyone having questions; It's me who initially made this thread. Ofcourse, with Nathan swooping in like the hero he is and opening up this game for us modders and tinkerers, my insights are pure laymans. Anywhoo, I thought I just leave this message here
  22. In my head it shouldn't be difficult, coding it probably more so -no own ships nor neutral fleets in region, no tension -in regions with own port and neutral fleet, tiny amount of tension -in regions with own port and ships and neutral fleet, small to medium amount of tension, depending on size (power projection) of both fleets -as a subdivider at the end of the calculation there should be more/less tension depending on relations being negative or positive, closer to 0 should be more/less tension ?
  23. hm... Everything went weird with 1.6.0.9 🤔 in 1.6.0.8 I could reliably tweak the numbers to get tensions. Now I can't
  24. tension; problem seem to be that, wherever you have ports, but no ships, you keep getting positive relations. As soon as you drop some ships in port or at sea, you get negative tensions (if and when whoever else has ports in the sea region does the same) edit: I am playing without any modded files for testing purposes
  25. hm... it fixed itself in my current save, with 3.16.1. Also, I appeared to have adopted back the "peace_min_vp_difference" I fixed previously (my issue was a space before a comma). So could be completely unrelated to my comma-error... 😝
×
×
  • Create New...